Combat System (UNDER REVAMP)

Dreamweaver

One Thousand Club
LingoNot everyone reading this will understand all of the terms used. Here I will briefly describe the various terms used in dice roleplaying. If I miss one, be sure to let me know in Discord and I will add it. Some of the following are common terms used in this combat system;

PC = Player Character - That's you.

Dice - There are a number of dice which will be used in this combat system. Dice are usually referred to in such a way as "1D20" where 1 is the number of dice rolled, and 20 would be the number of sides on the dice. Common dice are D4, D6, D8, D10, D12 and D20. That would be Four, Six, Eight, Ten, Twelve and Twenty sided dice. In the case of rolling multiple dice, things can be a bit more confusing. For example, "2D6" would be rolling 2 six-sided dice, for a minimum of 2 and a maximum of 12. Another example, 6D12, would be rolling 6 twelve-sided dice, for a minimum of 6 and a maximum of 72. If anyone has questions about this, let me know in Discord and I will personally explain it.

1D20 - I believe that the D20 needs a special place on this list, as it will likely be the most used dice in the combat system. D20 is the "standard" dice when trying to land an attack, as well as when trying to do other actions, such as stealth. Your D20 roll can be modified by a number of Talents, which will be detailed in Chapter 2: Talent Trees.

There are two special rolls you can make with a 1D20 dice... 1, or 20. A roll of 20 is a critical strike, and deals double damage, but only for the dice rolled. For example, if your damage is 1D10+4 and you roll a 20, then you roll a 6 on your 1D10 roll, the total damage is 16.

6+6 = 12+4 = 16.

A roll of 1 is a critical failure. This grants your opponent a free extra attack against you on their next turn.

AC = Armor Class - Armor Class is the roll which you must meet or beat in order to hit an opponent. For example, if an opponent has an AC of 13, then your D20 roll needs to equal or beat 13 in order to hit them. Armor Class can be modified by a number of things, including Race and Talents.

To-Hit = Bonus to hit chance - To-hit is what we say when we are rolling against somebody's AC. Through a number of Talents, you can gather bonuses to-hit. For example, if you had a +3 bonus to-hit, your roll would be "1D20+3". If your opponent had a 13 AC, you would only need to roll a 10 to hit them as the +3 bonus would add on.

Proficiency Bonus - A character's Proficiency Bonus is a way to show how talented they are. This bonus begins at +2, and increases by +1 every 5 levels, up to +6 at level 20. You add this bonus to your to-hit roll.

HP = Hit Points - Hit Points are the remaining life of your character. Each character (with some exceptions) gains 6 hit points at every level, plus their constitution modifier. At first level, a character gains 10 + their constitution modifier.

Damage - Damage is done in a number of ways, including but not limited to; Archery, Melee Attacks, and Spells. The base damage of a PC varies depending on the weapon or spell they are using. To damage a target, you must first roll against your opponents AC, and then if you hit, roll for damage. The number rolled is subtracted from their HP.

Attack of Opportunity (AoO) - Attacks of Opportunity are a very important mechanic in this combat system. When an opponent attack you rolls a 1, you can make a free Attack of Opportunity against them; essentially gaining a second attack that round.

Unconsciousness - I have no intention of killing characters. When a character hits 0 hit points, they will fall into unconsciousness.
 
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Chapter 1: The Makings of a Hero



The Player CharacterPlayer Characters are individuals who stand out in the MLP world. Whether skilled warriors or powerful spell-casters, or somewhere in between, a Player Character is able to turn the tide of a battle through the use of their unique abilities. Before deciding upon abilities, the Player must first decide what race and class they wish to be, as well as where they want to assign their ability scores.

After deciding on one of the five pony races, picking a class, and choosing an ability score, a Player may then pick the talent trees that they wish their character to specialize in, as well as the particular talents within them. Talent trees will be further outlined in Chapter 3: Talent Trees.

Ability ScoresThe first step in making a Player Character, is to decide what you want to be. Do you want to be a bruiser with a big two handed weapon, or a nimble warrior who dances around foes? Do you want to be an accurate archer, or a powerful spell-caster? Your choice of path will determine what Ability Scores are most important for you.

An ability score is a way to show how capable your character is in a certain aspect. There are five ability scores; Strength, Dexterity, Constitution, Intelligence and Charisma. Each of these ability scores plays a pivotal role in combat and will be the single most important part of your character.

Ability scores start at +0, and can go up or down from there. A +0 is the average score for some random pony on the street; a pony might have a +0 strength, which means they aren't weak but not very strong either. A pony with a strength of +5 would probably be strong enough to punch a grizzly bear to death.

For every point added to or subtracted from an ability score past +0, you gain or lose a bonus. For example, a pony with a Strength of +1 would have a +1 bonus. That means he is stronger than normal. A pony with a Strength of -1 would have a -1 bonus. That means he is weaker than normal.

Any bonuses to an ability score are called Modifiers.

Ability scores can each go up to a +5 modifier.

The ability scores and what they do are as follows;
  • Strength - Your strength score is a representation of how physically powerful your character is. Below are some of the benefits which a high strength gives;
    • Melee weapons which use strength generally have a higher base damage. For example, two handed weapons all use strength and deal higher amounts of damage than the one-handed category of weapons.
    • A higher strength score also helps with strength saving throws and strength ability checks, which are outlined below.
  • Dexterity - Your dexterity score is a representation of how agile your character is. Below are some of the benefits which a high strength gives;
    • Each point of dexterity increases your AC by 1, with armor giving limits.
    • Finesse melee weapons require dexterity to use. with the finesse weapon generally do less damage than those meant for strength, but you get the added benefit of having dexterity for armor class.
    • Dexterity also determines how accurate you are with any ranged weapons.
    • A higher dexterity score also helps with dexterity saving throws and dexterity checks, which are outlined below.
  • Constitution - Your constitution score is a representation of how hardy your character is. This stat is something that every character needs. Below are the benefits of a higher constitution;
    • Each point into constitution increases your characters hit points by 1 per level. So if you have a +3 constitution modifier, you add it onto the 6 hit points you get every level, for a total of 9 hit points per level.
    • A higher constitution score also helps with constitution saving throws, which are outlined below.
  • Intelligence - Your intelligence score is a representation of how easily your character can retain information. Intelligence is mostly a caster ability score, but some classes have abilities that work off of intelligence, such as the Rogues 'Anatomist' ability. Below are some of the benefits of a higher intelligence;
    • Intelligence gives Druids, Spellblades and Wizards their bonuses to hit with spells and abilities.
    • A higher intelligence score also helps with intelligence saving throws and intelligence checks, which are outlined below.
  • Charisma - Your charisma score is a representation of your characters force of personality, persuasiveness, physical beauty and ability to lead. A high charisma is a useful ability for anyone, although certain classes require it. Below are some of the benefits of a higher charisma;
    • Charisma gives Clerics, Paladins and Sorcerers their bonuses to hit with spells and abilities.
    • A higher charisma score also helps with charisma saving throws and charisma checks, which are outlines below.
Every character will have the following points to assign into any slot they wish; +3, +2, +2, +1 and +0.

Ability ChecksNow bear with me here, because this is about to sound really confusing right off the bat. Take a bit of time to work out this math and you'll see that it's all actually very easy.

In this campaign, players will be subjected to a number of detrimental effects which will have their effect lessened by making the proper check. There is one check for each ability score; Strength, Dexterity, Constitution, Intelligence and Charisma. Each check is calculated by taking your modifier for the stat... and that's all. If you have a +5 strength, you get a +5 to your strength ability check roll. All ability check rolls are made with a D20.

Each class will also specialize in two ability checks. For example, Barbarians specialize in the Strength and Constitution ability checks. As a result, they add their proficiency bonus to any checks made with Strength or Dexterity. So a level 1 Barbarian with a +3 strength and +2 proficiency bonus would have a strength ability check of +5.

Examples of Ability Checks
An example of a strength check would be fighting against a root spell which is trying to hold your character down, or fighting against a giant monster which is attempting to grapple you. On a failed check, the roots hold you/the monster grapples you. On a successful check you break free. Trying to grapple and restrain a monster would be another form of ability check; one which you would initiate rather than the DM. There are many other uses for ability checks, so get creative.

An example of a dexterity check would be dodging a dragons breath weapon. On a failed check you are unable to get clear and get scorched rather badly. On a successful check you take half damage because you are able to duck and cover. Trying to sneak up to an enemy and catch them off guard would be another form of ability check; one which you would initiate rather than the DM. There are many other uses for ability checks, so get creative.

An example of a constitution check would be fighting against poison which has just entered your system. On a failed check the poison hurts you, which can have a variety of effects. On a successful check you fight through the poison with no ill effects. Challenging someone to a drinking contest would be another form of an ability check; one which you would initiate rather than the DM. There are many other uses for ability checks, so get creative.

An example of an intelligence check is trying to fight against mind altering magic. On a failed check, the spell affects your mind. On a successful check, you fight off the intrusion. Trying to learn information about an enemy to determine their weakness would be another form of ability check; one which you would initiate rather than the DM. There are many other uses for ability checks, so get creative.

An example of a charisma check is trying to resist the call of a whore so you don't get awful STDs. On a failed save, you get really bad STDs but have a pretty great night. On a successful save you stay a virgin loser but don't die at the age of 50 from syphilis. Trying to sweet talk your way past a guard would be another for of ability check; one which you would initiate rather than the DM. There are many other uses for ability checks, so get creative.

What Kind of Hero Are You?The second step in making a Player Character is to decide what sort of class you want your character to follow. These classes each have some benefits, which are listed down below. You must pick 1 class and from there you gain the bonuses.

Any race can be any class. Nothing is stopping an Earth Pony from being a sorcerer and learning a magical tree. However, your race selection will decide what bonuses you get at certain levels. For example, when characters get to choose a new Ability Tree at level 10, an Earth Pony Sorcerer couldn't choose a magic tree; only a unicorn could. But an Earth Pony Sorcerer would be physically stronger and be a more dangerous melee combatant than a Unicorn Sorcerer would be.


  • Barbarians are the name for any people who seem primitive compared to modern Equestrian society. Although different as they might be, Barbarians are defined by one thing; their rage. Unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

    For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

    • As a Barbarian you have access to Light Armor, Medium Armor, Light Shields, Simple Weapons and Martial Weapons.
    • As a Barbarian you gain access to either the Great Weapon Fighting tree or the Leadership tree, of your choice.
    • As a Barbarian you add your Proficiency Bonus to Strength and Constitution ability checks.
      • Rage: Starting at level 1, you may fly into a rage during battle. Your rage lasts for 10 rounds. When raging, you deal +2 damage, which increases to +3 at level 9 and +4 at level 16. You may use this ability 2 times at level 1, 3 times at level 3, 4 times at level 6, 5 times at level 12, 6 times at level 17 and an unlimited amount at level 20.
        • While raging, you have advantage on all strength checks.
        • While raging, you take half damage from all bludgeoning, piercing and slashing attacks.
        • If you are able to use a magic school, it becomes unavailable while you are raging due to a lack of focus.
      • Bare-naked Barbarian: Starting at level 1, when wearing no armor your Armor Class is equal to 10+your constitution modifier+your dexterity modifier.
        • In addition, you gain 1 additional hit point per level.
      • Extra Attack (2): At level 5, you may make one additional melee attack per round.
      • Brutal Critical: At level 9, your critical strikes deal 3x the damage, rather than 2x.
      • Relentless Rage: At level 11, your rage allows you to fight on even through the most grievous of wounds. When you drop to 0 hit points while raging, you may make a DC10 Constitution Check. If you succeed, you instead drop to 1 hit point.
        • Each use of this ability in a day raises the DC by 5.
      • Brutal Critical (2): At level 15, your critical strikes deal 4x the damage, rather than 3x.
      • Unending Might: At level 20, your Strength and Constitution scores both increase by +2. These can exceed the regular maximum of +5.


The Pony RacesThe third step in making a Player Character, is to decide upon their race. Each race comes with their own benefits, in the form of ability score increases. Below you will find a detailed description of each of the five races, including bonuses and possible drawbacks.


  • Bat Ponies are an unnatural race of pony, often feared for their otherworldly appearance. Bat Pony features can range dramatically, with some having elongated sharp fangs and cat-like eyes, to others having almost regular features depending on their parentage. Legend has it that Bat Ponies were a creation of Nightmare Moon after she experimented for months on Pegasus prisoners, but these legends have yet to be proven true.

    There are two types of Bat Ponies; Shadows Bats, and Vampire Bats.

    As a Shadow Bat, you gain:
    • All the same abilities as a Pegasus, but the ability to specialize in Shadow Magic rather than Storm Magic.

    As a Vampire Bat, you gain:
    • +1 Dexterity
    • An extra bite attack each round. This bite deals 1d4 damage (plus strength modifier) and heals half of the damage done (minimum 1).
 
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The Talent SystemHow it worksAfter choosing a race and class for your character, the next step is to decide what type of abilities your character will have. You get the assigned talent choice of your class, along with once extra whenever the level graph indicates so.

The abilities are split into three sections; Traits, Combat and Spells.

Everybody gets 1 trait talent for free.

Combat talents are available to anyone, though certain classes get some for free.

Spell talents are available to certain classes, but otherwise only Unicorns can take them.

Trait Talents

  • You are stronger than most, and put that strength to use in a variety of ways.

    Choose one of the following abilities:
    Athlete: You gain a +1 to strength ability checks.

    Intimidation: At the beginning of battle, each enemy is treated as -2 AC lower for you on the first round.


Combat Talents

  • Through hours of practice and broken strings, you have mastered the art of archery. Archers are among the most deadly of forces on a battlefield, and have a reputation that precedes them.

    You gain the following passive ability, as well as the number of abilities from each tier that is noted. You may not change your talent choices unless there is a massive imbalance, in which case talk to me in Discord about it.

    Passive Ability: You gain proficiency with all simple and martial ranged weapons. In addition, your hours of practice have made your aim remarkable. You gain a +2 to-hit with ranged weapons.

    (Tier 1 - Passive Buffs) Choose one of the following abilities:
    Heavy Shots: You have learned how to put more weight into the pull of your bowstring, allowing for more powerful shots. Your damage becomes 1 dice higher (1d8->1d10 or 1d10->1d12).

    Serrated Shots: You have learned to craft serrated arrows, dealing more damage to your targets. Your ranged attacks deal +1 damage.

    (Tier 2 - Bonus Action Abilities) Choose two of the following abilities:
    Trick Shot (2 Round CD): You have learned to make shots that seem almost impossible. When you hit an enemy with an arrow, you may use your bonus action to cause your arrow to bounce off one target and hit another, bouncing up to 4 times and dealing damage to all. You make an attack roll against each enemy. You cannot hit one opponent twice with this ability.

    Duplicating Shot (2 Round CD): You have learned to imbue one arrow with a special type of creation-based magic. When you fire this arrow, you may use your bonus action to make a second attack. This attack may target the same enemy, or a different enemy of your choice. This second arrow does normal damage and you must roll to hit with it.

    Black Arrow (4 Round CD): Using your bonus action, you imbue an arrow with necrotic magic and shoot it at an enemy. On a hit this arrow does 2D10 damage plus any modifiers. If the enemy dies from it, the corpse rises up as a skeleton under your control.

    The stats for the skeleton are as follows:
    • Skeletal Warrior: You create a skeletal pet to guard you. This creature has 20 HP, 12 AC, +5 to-hit and deals 1D8 damage per attack, critically striking on a natural 20. The skeleton may forgo its attack to instead grant you +2 AC.
    Arcane Shot (4 Round CD): You have learned to imbue one arrow with pure arcane energy. Using your bonus action, you may enchant an arrow to deal an additional 2d8 arcane damage on a hit.

    (Tier 3 - Reaction Abilities)
    Hunters Mark: You have learned to focus your attention on one specific target at a time. When you mark a target as your primary foe, you gain an additional +2 damage against that target. The drawback is that all your attacks against other foes have a -2 to-hit.

    Errant Shot: You have learned to change the course of an arrows trajectory through magic. When you make an attack roll and miss, you may roll again against a different creature. If you are only fighting the one creature, you cannot use this ability.
 
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Spell TalentsThe Magic SystemMagic in Iovoril permeates every fabric of reality. From unicorns that can conjure lightning to earth ponies that can kick down trees, undead abominations held together by necromantic magic and dragons that fly through the use of use of magic, everything in Iovoril uses magic in some form or another. Unicorns are the most obvious example of a magical race, but they are hardly the only.

All magic belongs to one of the eight Spell Schools which are outlined below; Arcane, Fire, Frost, Light, Nature, Necromancy, Shadow and Storm. Very few beings can actually control the flow of magic in any serious form; most unicorns for example can levitate an object weighing a few pounds, and can do other simple tasks related to their cutie-mark. Roughly one in every hundred thousand Unicorns becomes a truly special spell-caster... And even then, they rarely pass level 5.

To become a powerful spell-caster, one must do more than sit around and read books. They must adventure and seek out challenges that test their magical might. They must find ancient tomes of untold power, break through the deadly enchantments placed upon them, and understand the texts written inside. To become truly powerful, they must risk their lives in the pursuit of knowledge and power.

Spell PointsSpell Points are what spell-casters use to power their spells; what they use to bend the fabric of reality to their will. Some spells are simple, requiring little sacrifice, yet some spells require a spell-caster to sacrifice all of their power to call upon the reality bending might.

Everybody with a Spell School has 4 Spell Points. At levels 5, 10, 15 and 20 they gain 1 more point. You begin combat with full Spell Points and regain 1 Spell Point every 2 rounds in combat.

Spell Schools

  • Through hours of practice and destroyed rooms, you have learned to harness the powers of the arcane. Arcane magic is one of the most primordial and powerful types of magic that a unicorn can call upon, yet it only has one real use; to destroy enemies in explosions of arcane power.

    Arcane Blast (Unique Spell - Attack Action): You have learned to harness the powers of the arcane into powerful blasts. Your attack every round deals 1D12 magic damage.

    At level 5 your Arcane Blast deals 2D12 magic damage, at level 11 it deals 3D12 magic damage and at level 17 it deals 4d12 magic damage.

    Spells
    Arcane Barrage (Costs 4 Spell Points - Attack Action):
    You unleash a devastating barrage of arcane projectiles. This attack deals 2d8 magic damage + 1d8 per caster level you possess after 1st, with a maximum damage of 15d8 at level 14. You must roll to hit with this attack.

    Arcane Explosion (Costs 3 Spell Points - Attack Action): You unleash a devastating eruption of Arcane energy around your location. Up to 4 enemies nearby take 2d6 magic damage + 1d4 for every caster level you possess after 1st, with a maximum damage of 20d4 at level 20. This attack can hit up to 4 enemies of your choosing, who must make Dexterity Checks. On a successful check they take half damage.

    Arcane Missiles (Costs 1 Spell Points - Bonus Action): You summon missiles of arcane energy and assail your foes with them. You may make three attacks this round, at 1d4+1 magic damage each. These missiles automatically hit. At caster levels 5, 11, 15 and 17, you gain 1 more missile. These missiles can hit the same creature, or separate creatures.

    Blink (Costs 2 Spell Points - Reaction): You disappear from your location and reappear 20 feet away in any direction you choose. You may use this after an enemy hits you, to negate the damage (by teleporting out of the way).

    Mark of Destruction (Costs 1 Spell Point - Bonus Action): You place a rune of power on the target, which gains in strength every round. The base magic damage of the rune is 2d6, increased by 2d6 for every round that passes, up to a maximum equal to your level. So at level 20, this rune would do 2d6+18d6 for a maximum of 20d6 damage. At any point you may explode the rune, but the rune automatically explodes when the maximum damage is reached. Costs 1 Spell Point to use.

    Mirror Image (Costs 4 Spell Points - Attack Action): You create 3 replicas of yourself which launch illusionary attacks at enemies. These attacks deal no damage, but the enemy cannot tell which image you are, and therefore they may hit a duplicate instead. The duplicate is destroyed when hit. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
 
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Armor and WeaponsAn adventurer is nothing without the proper arms and armor to protect themselves (unless you're a Monk in which case skip this). In the land of Equestria, dozens of different types of armor and weapons are made by capable blacksmiths, and sold to soldiers, mercenaries, adventurers and anypony else who can pay the right amount.

All characters are proficient in certain types of armor and weapons, as outlined by their class. Some classes, like Fighters, are trained to use all weapons. Others like Clerics and Druids, only have training in 1 advanced weapon.

All characters begin play with 1 set of armor that they are proficient with and 3 weapons, and a shield if applicable. You cannot use a two handed weapon and shield at the same time, obviously.

If your character has a unique weapon, come talk to me in Discord and we will implement it.

ArmorArmor is as varied as the ponies who inhabit Equestria. Ranging from simple padded armor to the much more advanced plate armor, each type of armor falls into one of three categories; Light Armor, Medium Armor, Heavy Armor and Shields. Each of these armor types has their own advantages, including just a higher or lower Armor Class in general.

Not every class can use every armor. For example, wizards and sorcerers can''t use heavy armor without special training otherwise it interferes with their spell-casting ability.

The bonuses for each set of armor is as follows:


  • Light armor is lightweight, flexible, and allows the wielder to use the most of their dexterity. Light armor has the following characteristics:
    • When wearing Light Armor, your AC is equal to 11 + your dexterity modifier.
    • When wearing Light Armor, your chance to critically hit is increased by 1. For example, if you already crit on a 19-20, it becomes 18-20.
    The following are forms of Light Armor:

    Padded Armor: Padded armor is the simplest form of armor, consisting of layers of quilted fabrics and batting.

    Leather Armor: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Studded Leather: Studded leather is leather armor that has been reinforced with closely grouped metal spikes or rivets.


WeaponsWeapons in this canon will work rather simple. They will be divided into two groups; Simple Weapons and Martial Weapons. A simple weapon is something that anybody could pick up and use. Examples of this are a wooden stick (club), a dagger, a sickle, or other things you might find in a house or on a farm. A martial weapon is something that you have to be specially trained to use effectively, such as a longsword, battleaxe, halberd or longbow.

Weapons have many different types of classifications, as well as three possible damage types; bludgeoning, piercing and slashing. Certain monsters might be resistant to certain damage types, so it is highly advised that your character have more than 1 weapon. The weapon classifications are as follows:

Hooves: Hooves are a simple weapon, which deals 2 points of damage at base and use your strength modifier for determining chance to hit and bonus damage. Monks are the only characters who can do more damage with their hooves.

Finesse: Finesse weapons are weapons which use your dexterity to determine your hit chance and damage. They also critically strike on a 19-20, rather than the natural 20 critical strike chance of almost every other weapon.

Thrown: Thrown weapons are weapons which you throw to hit a target with. These use your dexterity modifier for hit and damage, just like ranged and finesse weapons. Thrown weapons are actually identical to finesse weapons and differ from ranged weapons by having lower damage with an increased 19-20 critical strike chance.

One-hoofed: One-hoofed weapons are the most common type of weapon. These weapons use strength for hit chance and damage.

Versatile: Versatile weapons are weapons such as a longsword, which can be used in one hoof or two hooves. They can be used with a shield in one hoof, or swung with two hooves for greater impact force. Versatile weapons use your strength modifier for determining chance to hit and damage.

Ranged: Ranged weapons are weapons that a character uses... at range. Imagine that. They use your dexterity modifier to determine chance to hit and damage, and provide a +1 to the characters AC as it is assumed the character is some distance away from the target.

Two-hoofed: These large weapons usually weight upwards of 7 pounds and deal the most damage out of any category of weapon. They use your strength modifier for determining chance to hit and damage.

Simple Weapons
Hooves:
2 damage, 20 critical strike.
Finesse: 1D6 damage, 19-20 critical strike.
Thrown: 1D6 damage, 19-20 critical strike.
One-hoofed: 1D8 damage, 20 critical strike.
Versatile: 1D6/1D10, 20 critical strike.
Ranged: 1D8 damage, 20 critical strike, +1 ac.
Two Handed: 1D12 damage, 20 critical strike.

Martial Weapons
Finesse:
1D8 damage, 19-20 critical strike.
Thrown: 1D8 damage, 19-20 critical strike.
One-hoofed: 1D10 damage, 20 critical strike.
Versatile: 1D8/1D12, 20 critical strike.
Ranged: 1D10 damage, 20 critical strike, +1 ac.
Two Handed: 2D6 damage, 20 critical strike.
 
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The Level Chart
How It WorksThe leveling chart is a rather simple diagram, showing what bonuses you get at certain levels. This levels up alongside your chose class, with the class giving you active abilities and the leveling chart providing passive bonuses at certain levels to things such as your Proficiency Bonus. Whenever you reach a certain level, you gain whatever abilities you might normally gain from your class, as well as whatever this chart shows for that level.

Bonuses that you gain at certain levels are split into 4 categories; Proficiency Bonus, Extra Talent Tree, Extra Ability Increase, and Extra Spell Point.

Proficiency Bonus - This begins at +2 and increases as you level, up to a maximum of +6. You add this to your chance-to-hit. For sake of simplicity, I will include the characters current Proficiency Bonus with each level rather than only show it at levels when it increases.

Extra Talent Tree - When you've earned one of these, you choose a new combat style for your character.

Extra Ability Increase - When you've earned one of these, you choose one ability score and increase it by +1.

Extra Spell Point - When you're earned one of these, you have 1 extra Spell Point to use.

LevelProficiency BonusExtra Talent TreeExtra Ability IncreaseExtra Spell Point
1+2XNoNo
2+2NoNoNo
3+2NoNoNo
4+2NoXNo
5+3NoNoX
6+3NoNoNo
7+3NoNoNo
8+3NoXNo
9+4NoNoNo
10+4NoNoX
11+4NoNoNo
12+4NoXNo
13+5NoNoNo
14+5XNoNo
15+5NoNoX
16+5NoXNo
17+6NoNoNo
18+6NoNoNo
19+6NoXNo
20+6NoNoX
 
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Actions In Combat
In combat, there are three types of actions that you can take; Attack Actions, Bonus Actions and Reactions. You only get 1 of each action to use per round. Each ability in the system will specify what type of action it is; it's the players job to make sure they follow the rules and only use 1 of each type in a round.

The following are some examples of different actions:

Attack Actions (1/Round): These consist of all regular attacks. Making a weapon or spell attack is an Attack Action. You can normally only make 1 melee attack per round, unless your class grants you extra attacks. You may never cast more than one spell in a round, whether it be a basic spell or one costing spell points.

Bonus Actions (1/Round): These consist of abilities which are quick to use. All melee tree cool-down abilities will be Bonus Actions. Some spells will be Bonus Actions depending on how quick you could realistically cast them.

Reactions (1/Round): These consist of abilities which are so quick that they don't even require thought. All melee tree at-will abilities will be Reactions. Some spells might be Reactions if it makes sense for them to be.
 

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